The Long Night Part One: Embers in the Dusk: A Planetary Governor Quest (43k) Complete Sequel Up

Investigate the Sea?

  • Yes

    Votes: 593 80.4%
  • No

    Votes: 145 19.6%

  • Total voters
    738
Ok so I was thinking of having Ridicully greater divine the fortress of the soulless than if we can greater divine birth of the Emps with Saint Lin , followed by Laws of the warp. Sounds good?
We were flat out told that blanks stop rids. Trying to divine the fortress of the soulless is an exercise in futility imo.

Just sell his free divinations to the eldar so we can get a minor favor every 3 turns.
 
Just keep it Eldar Choice. They know the best what would help the galaxy.

Of note, if we divine the fortresses location and contact them with Eldar minor favor... Eldar will know where it is, or where to look. They are Trusts allies, but the Assassins might really not like that.

If the Assassins need help, they will ask. Maybe not us, but there are always the Primarchs.
 
We were flat out told that blanks stop rids. Trying to divine the fortress of the soulless is an exercise in futility imo.

Just sell his free divinations to the eldar so we can get a minor favor every 3 turns.
The strongest malus we have seen so far has been with the deciever which was -150. Ridicully stats and traits give a 159. All we need to do it find the fortress and we can send Saint Lin to where most likely the Custodies are. Who can probably help Saint Lin.
 
We were flat out told that blanks stop rids. Trying to divine the fortress of the soulless is an exercise in futility imo.
He isn't looking in the fortress, just finding where it is, which is doable.

There's a lot of potential benefits to getting em in contact with the Eldar. Coordination between them at least seems like a good idea.
 
The strongest malus we have seen so far has been with the deciever which was -150. Ridicully stats and traits give a 159. All we need to do it find the fortress and we can send Saint Lin to where most likely the Custodies are. Who can probably help Saint Lin.
hidden by their location in the Fortress of the Soulless, a place so cut off from the Warp that even his eyes can not see into it.

That was on a roll of an 89

And why would they be able to fix Lin?
 
You mean the Emperor Closest Companions, who watched over his body for millennia and fought off demon incursion through the human webway would not be able to do something, who have access to some of humanity most advance technology would not be able to do something?
Yeah probably.

This is a big problem, unless they know how to reinforce Lin's soul...not much they can do.
 
So for all the characters they should at least have a 30 combat. Any less and their chances of death go way up on our world. Like I said before they need to be able to stay on the planet. Hiding away is not going to look good for them to the people. But they would not have been chosen at all if they didn't have a chance to survive. Getting a husband for our daughter then letting him die would be a very bad move diplomatically.
 
So thinking about it the Assassins May know where the Custodies, grey knights, and where the Lion are. Which means we can get another legion of trueborn space marines in the galaxy. But also maybe another tech trade with a advance human polity. My secret hope is for something to help Saint Lin. Assuming it is as hard to divine as the C'tan that is -150. Meaning we will need to double down and roll above a 61 to be successful. But the rewards could be huge.
 
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@Durin
1. What does a Rogue Trader house like the Uberti actually do in the current enviroment?
2. How could we leverage closer relations with the Uberti?
3. How could we leverage closer relations with Karnas?
 
Hey @Durin

1. If we took the Mechanicus terminator armor construction option could one of those suits be swapped for a Chrono-displacer for Jane?
1.i or is that the sort of thing to think about later, after implementing all these improvements?

2. What's the general opinion of our advisors on Nilfar colonizing Avernus IV versus moving the planet closer to the sun with the gravitic array?

I personally think the Nilfar could be more useful and less of a sabotage bait, but there could be a solid argument otherwise.
 
Gravitic Array: Programming- Now that he knows what the Gravatic Array can be used for it is time for Archmagos Tranth to figure out how to create programs that will allow him to use it. He tells you that this will be a complex task that will require much experimentation, and very deep surveys of the Helheim systems gravity.

Time: 5 years
Chance of Success: -150% (14% after bonuses)

Cost: 240,000,000 Thrones, 12,000,000 Material, 4,800,000 Promethium, 160,000 Advanced Material, 18,000 Exotic Material
Reward: lean how to create programs that allow you to use the gravatic array

we might want to do this some time. Apparently, it would be amazing against hulks. Mechanically, it gives every enemy ships -1 speed, and hulks are speed 2, so they'd drop to speed 1. which would give us twice as much time to shoot at them. it's something we'd want to have before the next waaagh.
 
Flag-Captain Askr Albertsson of the Vanir
Age: 292 rejuved to 25
Martial:24+12=36 Flag-Captain Askr Albertsson is a highly skilled naval officer, though his talents lie more towards commanding a single ship rather then a fleet.
Intrigue: 9+1=10- Flag-Captain Askr Albertsson has little to no skills in the more subtle pursuits.
Administration: 18+5=23- Flag-Captain Askr Albertsson has spent centuries as a captain, charged with keeping a warship running at full capacity. So far he has never been found wanting, even in the most challenging of situations.
Learning: 11+3=14- Flag-Captain Askr Albertsson has the education required for a naval captain, and little more.
Piety: 13+3=16- Flag-Captain Askr Albertsson has a strong dedication to his duty, though it is not backed by very much faith.
Diplomacy: 10+6=16- Flag-Captain Askr Albertsson is well mannered and a is commanding leader when in his element.
Combat: 17+13=30-- Flag-Captain Askr Albertsson is an expert shot and a veteran of multiple bloody boarding actions against all manner of foes.
(38/7+1=6)
Blood of the Vanir (+1M, +1D, +1C) – Askr is of the Vanir, the rulers and warrior class of Vanaheim, and as such he has some of the Vanir's martial skills and beauty.
Grandmaster Shipmaster (+5M, +3A, +1L, +2D, +1C, +80 to all rolls made by his ship)- Flag-Captain Askr Albertsson is one of the best ship captains that Vanaheim has ever seen, able to routinely pull off near impossible feats with his command.
Handsome
(+2D, more likely to persuade people of the opposite sex) – Flag-Captain Askr is undeniably a handsome man, though he rarely takes advantage of it.
Veteran Naval Officer
(+3M, +2A, +2L, +1D, +2C, can command void)- Flag-Captain Askr is a highly experienced naval officer used to commanding city sized ships on extended missions.
Master Rifleman
(+2M, +1I, +5C, +50 to ranged combat rolls with rifles)- Flag-Captain Askr prefers using rifles in combat, finding their additional range valuable when defending key passages.
Last to Fall
(+1M, +3P, +3C, +10% ship HP, less likely to die)- Flag-Captain Askr and his ships seem to have a habit of being the lone survivors of brutal fights, though not without damage as is shown by the captains cybernetics and his ships large amount of yard time.
Lucky
(+1C, less likely to die, ship less likely to suffer Warp mishap)- Flag-Captain Askr has always been lucky, surviving in situations where nothing could go wrong and never having had a Warp mishap on his ship.

Askr Albertsson was born the second son of one of the most powerful houses of the Vanir, so was expected enlist in the navy or otherwise make himself useful to the families political position. This was not imposition on Askr, who as always fascinated with the mighty warships of the Imperial Trust and dreamed about commanding them. Askr passed though the Vanir Navel Academy with marks rivaling those that Admiral Freyr and was soon given a posting with the Imperial Trust Navy. Two months later his ship, the Mars-Class Battlecruiser Unyielding Shield, found itself deployed in the assault on Fjol IV where it was left for dead after a crippling series of lightning raids killed much of the crew. It was here that Askr Albertsson first saw combat, and lost the entire unit of armsmen he was put in command of along with his right arm holding a key corridor.

In the centuries since Askr Albertsson has been involved with nearly every major naval battle that the Imperial Trust has had, and has developed a reputation for doing the impossible with his ships, often surviving engagements that wiped out entire squadrons with light damage. This talent for ship-handling was noticed and saw him put into command of ever larger warships, until he found himself in command of the Alexander Class Command Battleship Memory of Light after the Defence of Svartalfheim. This is one of the most prestigious postings in the Imperial Trust Navy and came with the rank of Flag-Captain, making him equivalent in rank to a Commodore despite only commanding a single ship.

Askr Albertsson is a professional Naval Officer with a love of warships that few can match. It is rumored that he has not spent more then a month planet side since graduating, a rumor that may be an exaggeration but not by much. You have met him several times over the years and found him rather introverted and dull, until he strides onto his ships bridge and suddenly takes control over his crew with sheer presence.
 
Hmm fairly decent. If that rumor of not going planet side is true it might become a issue. Seems more like someone to get for a powerful single ship hero unit instead of a fleet commander.
 
He is probably best for putting as the Captain of the Trust's strongest single ship. For now those are the command dreadnoughts but in a few centuries that might be the Deus.
 
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